The NVN driver's constant segments have the same layout in every game, so the
nvn_* profile keys are gone. Combined textures are at c2 0x20 + 8 r (a slot past
31 shares the image table; Hades II binds 34), images at 0x120, separate textures
at 0x168 (now always the host's slots 128 + n, as Monster Hunter Rise had them),
samplers at 0x568, and the storage buffer tables at c0 0x110 / 0x310 / 0x510.
dmsh_build.py decodes with that layout, the replay fills both texture tables,
and the translator numbers slots the same way (rebuilt; its SPIR-V and
reflection are byte-identical on 1,491 sample shaders, lock updated).
The shader_* switches and graphics are gone too; the build reads them from the
files (profile_guess.py shader_sources):
- Vulkan when main imports Vulkan and not NVN; its capture when the RomFS has
no SPIR-V.
- A GLSLC capture when main holds GLSL sources and imports glslcCompile.
- An Oodle decode for Unreal paks, and the tool-mode decoder for Trinity packs.
- GLSLC outputs from every main.
- A cover pairing for each single-stage vertex shader (GLSLC, Unreal).
build_ipa.sh takes GFXAPI from the NSP script.
Also removed: the last D2R pieces (the embedded-shader path in dmsh_build.py,
dmsh_facts.py --freeze / --check, maxwell_refs.py, ref/hle_hid_d2r.c).
Chain: every profile's dmsh_chain.h is regenerated. The c1_full lists are
carried over: the change touches no c1 read, and the rebuilt Octopath
Traveler 0, Hades II, Unicorn Overlord and Rhythm Heaven Groove gave the same
lists, identical tables and the same reflection apart from separate texture
slots + 128.
Still to do:
- Run the chain procedure for the other NVN profiles.
- Engage's and Three Houses' shader tables need a new split: Engage gains
Unity's 11 GLSLC shaders in main, and Three Houses' 17 BNSH vertex shaders
lose their cover pairs.
- Ace Attorney's new tables are in, but its libraries are not rebuilt.
- The loader reads the SDK version from the sdk module's NintendoSDK_nnSdk string
(dm_sdk_major). SDK 10 and older report NVN API 53.313 and point the shared-font
address at the TTF itself; later SDKs 55.15 and the BFTTF header. That is what
every profile set, so device_api and shared_font leave the five that had them
(Odyssey, 3D World, Link's Awakening, Age of Calamity, Three Houses) and
profile_guess.py no longer guesses them; a profile can still override.
- DM_OODLE_JOB finds OodleLZ_Decompress as the one function in main that takes
the address of the library's own name string, with its start from
.eh_frame_hdr, instead of an address per main build: Octopath Traveler 0
main+0x4f77e10 and Pokemon Legends: Z-A main+0x1a9c9e0. Octopath's 10,596
shaders decode byte-identical to before.
- Rows that only restated defaults are gone (pad_layout simple, graphics nvn,
present_interval game), and the NSP script writes no default rows into
provisional profiles.
No chain version changes. All 19 profiles build, the host tests pass; Mac boots
of 3D World (SDK 10.4.0: API 53.313) and Engage (SDK 12.3.7) read the version.
New profile 0100A00019DE0000 (base game v0, display version 0.0.126424, SDK 19.3.9), from the NSP script's provisional
profile. Unlike Hades it renders with NVN: 88 BNSH shaders in Shaders/NVN/bin; the ExeFS holds only main and sdk.
- Shaders bind textures at fixed, sparse slots (0, 1, 3, …, 31 and 34): SceneFade.frag reads c2 0x130 = 0x20 + 8 x 34,
past Mario's 32 slots, so dmsh_build left that binding undecoded. nvn_tex_slots 35; the game has no image bindings.
- hle_ro.c: SDK 19's LoadModule takes one more bool (…mib), which the older hook did not catch; it and ro::Finalize
are hooked. The Epic Online Services NRO stays offline as in Hades (RegisterModuleInfo fails).
- Memory: no system resource; the 3.10 GB heap fits the 4 GB layout; main's 82 MB bss gives mem_used 108 MB.
- nvn_mtl.m: DM_NVN_HILITE set its keys and library up lazily on whichever thread built a pipeline first; with several
keys two threads raced and one used a library the other had replaced (objc_msgSend crash in pso_desc). Set up once.
On the Mac: title, a new save, the opening and Erebus with combat at 60 fps, resident memory flat at about 3.4 GB,
one red line (the NRR). The two long lines through Melinoë while the staff's Omega attack charges are the game's own
aim lines (WeaponStaffSwing5: AimLineCountOverride 2, AimLineAngleOffsetOverride 180), traced with vertex dumps and
probes; docs/development.md says so. IPA HadesII.ipa (4.0 GB) built; awaits an iPhone test.